“If you want to enlarge someone's head so it's as big as the world and now you can't see what you're doing anymore,” says Sebastian Eriksson, CEO & Game Designer at Coffee Stain North, “it's your choice. Do it if you want to!”
That sentence should give you a pretty good idea of where the Goat Simulator 3 team’s (impossibly gigantic) heads are at when it comes to this long-awaited, somewhat surprising sequel. ("We thought that we had made Goat Simulator 2, so we decided to name it 3, but when we realised that we haven't done 2, it was too late. And here we are," deadpans Creative Director Santiago Ferrero during a panel on the game at BitSummit.)
Just like the original, anarchic fun is set to be the order of the day, but where that game spun out from a game jam project to become an unexpected hit, Goat Simulator 3 has been in development for five years, and is much more ambitious, not just in size (with a map that’s 18 times bigger and 20-25 hours of core content), but in scope.
Like many of the best modern open-world games, Goat Simulator 3 will be driven by emergent, unexpected moments. Where NPCs in the original were truly brainless, they now take a much more active role in the world, and are divided into a number of different roles. “Police officers have their own abilities,” explains Santiago Ferrero, by way of example, “so if they see you do something [sketchy], they’ll stop and try to catch you. And then that can interact with something else in the world. If they catch you and throw you somewhere and you hit an electrical box that explodes there's electricity flying, and then another NPC gets angry, runs up and starts kicking you.”
“And if the police car is electrified,” piles on Eriksson, “it will drive away by
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